Fulmens

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  1. Two minor points: you refer to heals as a percentage of health.

    for instance,

    [ QUOTE ]
    Unslotted, Heal Aura has a 8s recast, with a 2.03 casting time and heals for 13.2% within a 25 radius; Heal Others has a 4s recast, a 2.27 casting time for 25.8%.

    [/ QUOTE ]

    25.8% of your health is not 25.8% of a Tanker's health- in fact, if they've got Dull Pain running, it's a LOT less. (lilke 12%?)

    Good numbers for comparison, but maybe a little misleading.

    Also, the /Elec and Power Build Up combo can 100% drain badguys -that's only one attack so by the time they get mad at you they can't do anything about it.

    The End Drain is not so valuable in the first 40 levels, though. Basically if you've got another Elec on the team you can get good use out of it.
  2. I wrote a guide as well, designed to go a bit farther. I went back a few months later and decided "It's still mostly reasonable."

    The keys to not breaking the bank when you come back:

    1) That paragonwiki page: If it has a yellow gunsight on it, that enhancement is "Common" (meaning "more common than Rare", and drops from enemies.) Common IO's may not be cheap IO's, but at least they almost always have cheap ingredients.

    2) You can put together a very, very good build with almost entirely cheap "set IO's."

    3) You don't need [starting out] level 45 IO's on your level 42 character- they don't expire like SO's do. You lose like 4% effectiveness going from a level 45 IO to a level 35. . .and you can buy the better one when you feel like it, not "when the old one goes scuzzy."

    4) People often spend more on the level 45 set IO than the 44 or the 46. The market is full of strange pricing. Bargains are everywhere.
  3. And yet- this guide changed my life.
  4. Big fan of your Silver Age Sentinels work.
    Big fan of your CoH work.

    Chances are I will end up fanboi on your next project as well.
  5. If I had to pick ONE thing out of this thread it would be:

    [ QUOTE ]
    After that I shut up and let her ask questions elaborating only where absolutely necessary. I gave her some influence to ease out the start and she took off.


    [/ QUOTE ]

    Hardest thing in the world is only answering the question you are asked. Infodump kills, people.

    (... my wife lights things on fire. A lot. )
  6. Nothing shows in the buff bar [Chance for Build Up should, for one ... stealth for another. ]
  7. It takes some zing out of the "buy cheap and respec" plan and totally deflates the "sit at home building and respeccing" plan.
  8. Wow. This guide is a slice of history.

    Back in I4, when this was written:

    ... There were no caps on how many targets you could hit with a nuke.
    ... you could one-shot drain enemies with Short Circuit, no Power Boost needed.
    ... Blizzard wasn't built up by Build Up.

    And a large number of other changes.

    General advantages of /Elec include several very powerful pointblank shots, Powersink [Give my your END please, thank you] and a hold.

    Powersink won't, by itself, entirely drain an enemy's END. But if you nuke, take a single blue, and then hit powersink on a survivor... you are right back in the fight, possibly before they finish getting up from Nova.

    Thunderstrike has a tiny bit of AoE damage- if you've swept everyone into the corner ( Build Up, Aim, AoEs), Thunderstrike might finish them off. I don't know the numbers well enough to say. That is, by the way, the recommended strategy for AoE'ing enemies with Energy- cone first, then sphere.

    But generally, I'd play full-range boss killer.
  9. Did they fix the text on the IO that used to be 30% Mez Resistance and is now 7.5%? It's not the Aegis Unique, it's another one [not unique as it happens.]

    I think they deliberately use different spelling or phrasing in the recipe and the crafted IO in an attempt to keep people from mistakenly searching for and buying the wrong one. I know, there are like six different "flags" separating them. But I've misbought.

    An absolutely tiny annoyance: the Chance for Build Up IO recipe is not correctly capitalized.
  10. [ QUOTE ]
    *Memorize as many lvl 45-50 Common Recipes as possible (If not all) on your main Crafter. ##THIS IS A MOST TO OPTIMIZE THIS GUIDE AND YOUR PROFITS##


    [/ QUOTE ]
    I'd like to suggest "memorize A FEW common recipes."

    Because you're going to put the same amount of time into respec muling whether you have one type of thing in the bin or thirty types.

    I'm not real impressed with this particular way of MAKING BIG CASH QUICK but I suppose it beats having people buy up the recipes for the FOTM and turning them into IO's.

    Because where you wrote
    [ QUOTE ]

    Most players are "lazy" and do not want to buy the salvage and recipes to craft I/Os and/or dont want to wait for a certain drop. This is where we as the "suppliers" play a big part in WentWorths. These players could go out like we do and craft the I/O themselves for under 500k EASILY, but instead they take the easy way out and buy our I/Os.

    Therefore, we spend 500k to make and THEY pay 1-3 million for it!


    [/ QUOTE ]

    After you put out the guide... I wasn't lazy. There were no Thunderstrike RECIPES for sale... only million-infl crafted IOs.

    At least if you're sitting home doubling your money respeccing, you're not taking stuff off the market.
  11. I had a thought, "Supply and demand" wise...
    The demand for these is, EVERY CHARACTER IN THE GAME CAN USE THEM. And EVERY CHARACTER IN THE GAME WILL BECOME BETTER WITH THEM.

    I have one [1] of these on one [1] character and I don't expect to ever have any more.
  12. [ QUOTE ]
    Fulmens I can tell you were level 29 by the numbers you listed.


    [/ QUOTE ]

    Math is hard... I had you at 28, then redid the numbers and screwed them up.

    for every level they are "yellow" they're 10% worse, for every level they are "green" they're 5% better. You were reporting exactly 10% better...
  13. As you level up, your SO's become less effective- I can tell you were level 29 by the numbers you listed. When you hit level 30, those SO's will go to 33.3% and 20%, but the numbers for the IO's will not change. Level 31? 30% and 18%. Level 32? Time to combine and replace the SO's... the IO's have not, of course, changed.

    In other words: the percentages in the game are correct, and the comments here are "roughly" correct.
  14. Nifty table.

    More advanced than my "all you have to do is add halves" standard for "intermediate" but I will use it even if nobody else will.
  15. Inevitably, I'm out of date on the market. . .
  16. Two things about that:

    1. 3% is better than three slots in weave.
    2. That's a million or two in influence, that unique.
  17. SQUEEE!!!!

    /em clears throat
    /em swallows

    Why, hello, Positron! Glad you liked it.
  18. Rackhir said: [ QUOTE ]
    ...To achieve a 95% likelihood of getting one of those drops you need to kill roughly 5000 minions (mad props to Morgenstern and Generic_villian for thier crazy math skills).

    This represents slightly more than "a few hours" of play time to get one of the coveted pieces.

    [/ QUOTE ]

    Hmm.

    One fireball per 12 seconds.
    Estimated 5 guys per fireball.

    25 guys per minute.

    200 minutes = 5000 minions.

    Obviously you need to line up firebreath/fireball combos to get more than 5 guys.

    8 guys per firebreath/fireball = 2 hours.
  19. [ QUOTE ]
    Actually if you don't remember, they increased health's base regen to 50% sometime around issue 5 i think it was.


    [/ QUOTE ]

    I remember they increased health from 30% to 40%.

    Regens complained because inv tanks at 90% resistance could "outregen" them. . .

    yes, scrappers were complaining that tanks were tougher than the scrappers were.

    City of Data agrees with my memory.

    By the way, the "22%" is a 12% and a 10%. So 4 sets slotted that way is 4x12 and 4x10, still leaving room before hitting the cap.

    As far as 2 Acc/3 Dam/Something Else: You can either argue with me in tedious detail, or you can get me to do your homework for you. Go to the paragonwiki page I linked and do your own math.
  20. Glad you liked it!

    And very cool with the 6-fer of triples. The only thing I'd be worried about is, if some of those sets don't go all the way up to 30... I'd be cautious using too many level 25's or below in your build. Level 25 is "not quite SO" strength. Without running the numbers, I can't say if it's a real problem or not.

    In next version I may back off on the 1Acc/3Dam- it's just a very good, very simple rule of thumb. (I can see a tanker wanting more end reduction, less damage.)
  21. one power, four IO's, two set bonuses: 22% .

    Four powers, sixteen IO's, eight set bonuses: 88% .

    (health is 40%, or 78-ish three slotted.)

    It is indeed nice to slot on top of health. I don't know how it works in practice, I haven't gone that route.

    I'll clarify in the next version.
  22. hey, my "prices in the market" bit is obsolete already! As predicted. . .

    heh.
  23. Appendix A: The approximations.
    [*] All IO's of level 35 to 50 are "about the same" for our purposes. 50 is noticeably better than 35, but 35 is about 40 is about 45. We're going to look at differences of like 30%, not differences of 3%.
    [*] All IO's are about the same as green SO's for our purposes.
    [*] Everything beyond three SO's gives the same value. 91% and 95% are close enough for us.
    [*] .4375 is a half, .5 is a half. .625 is a half.



    Appendix B: The Market.

    Salvage seems to come in three categories: "Nearly free", "a few thousand", and "millions." The "millions" are... well, you're just stuck there. The "nearly free" is not something to stress about. The "few thousands" is where patience helps a lot. At high-demand times [weekends] the price of something that is fairly common can sometimes go crazy- I've seen Spell Ink go for 800,000 and the next morning it was back to 20,000. Masterwork weapons can be "last 5" for 50,000 and you can put in an order for 10,100 and it will fill in five minutes.

    Any specific numbers or techniques I give will be immediately obsolete, but there is one general thing to know: Every 5 or 10 levels, the needed ingredients on a recipe change. If a level 41 "Impending Doom: Accuracy/damage/DOOM" requires a Hamidon Goo, and the level 39 version requires two Chaos Theorems... buy the 39.



    Appendix C: Salvage to Watch Out For.

    This is what's very expensive at time-of-writing:

    Pangaean Soil
    Prophecies
    Hamidon Goo
    Empowered Sigils
    Deific Weapons
    Magical Conspiracies
    Soul Trapped Gem
    Enchanted Impervium
    Mu Vestments
    Essence of the Furies

    Hopefully it's cheaper when you read this.
  24. The Viva Las Vegas Intermediate Guide To IO's

    This guide is for people who are confident enough to go beyond Peterpeter's guide without necessarily wanting to do algebra to get their powers to work right. If you read Peterpeter's excellent basic guide ( here ) you'll notice that it kind of stops where the IO's [in my opinion] start. This guide tends to assume level 32 to 50 characters- before that, I wouldn't worry about sets.

    It is not exhaustive, it is not intricate, it will not give you the One True Path. It will help you get most of the good out of IO's without having to spend 100 million influence or breaking out a calculator.

    If all you want to know is "How do I slot? What do I buy?" go to the Examples section. I play with numbers because I enjoy it; other people don't have to like what I like.


    First: The basic knowledge.

    Almost all of you know almost all of this but I wanted to go over it anyway. If you miss one of these things, you could burn a million influence on something that doesn't work in your build.
    [*] Enhancement Diversification means anything over 90% is pretty much wasted. That's three SO's or [after level 25] three IO's.
    [*] You cannot slot the EXACT same enhancement ["Mako's Bite Accuracy/Damage"] twice in the same power. You can slot two Mako's Bite- one acc/damage, one damage/endurance- in the same power. You can slot two acc/damage if they are from different sets( Mako's Bite and Crushing Blow) in the same power. You can slot two Mako's Bite acc/damage in two different powers.
    [*] Pay attention to what an enhancement tells you it goes into. When you hover over the picture of the enhancement, you will see something like "Ranged Damage".
    [*] You want at least one SO of accuracy in each attack power; for most powers I like 1.5 .
    [*] If you slot two or more of the same set ["Mako's Bite Acc/Damage" and "Mako's Bite Acc/Damage/Endurance/Recharge"] in the same power, you get a little bonus for each thing you slot . Five slots? You get a bonus for 2, different bonus for the 3rd, different bonus for the 4th and different bonus for the 5th. You get all four of those bonuses.
    [*] You can add the same "little bonus" up to five times. No more than five, even if they're from different sets. 3% Resistance and 3.11% Resistance are different little bonuses!
    [*] "Recovery" means Endurance Recovery, like Stamina gives; "Regeneration" means HP Regeneration, like Health gives.
    [*] [u]IMPORTANT[u] : price out the salvage before you buy the "set IO". If something says it needs "Pangaean Soil", at the moment you have to be a 3-millionaire to get it.


    Second: The Math.

    Can you add halves? Good. If you want to know the approximations I used, I listed those in appendix A.

    Ignoring IO's that give "special benefits" [like chance to stun or anti-knockback] all IO's either do one thing [like Red Fortune: Defense] or two or more things [Red Fortune: Defense/Endurance.] If they do two or more things, count each thing as half an IO of benefit. Attack/Damage/Range? Half/half/half. (I will call them "Duals", "Triples", and "Quads". ) There are two exceptions we care about:
    [*] A quad, like Mako's Bite: Accuracy/Damage/Endurance/Recharge (or Acc/Dam/End/Rech for short) it is a little weak. If you slot a quad and a dual that do the same thing [Acc/Dam and Acc/Dam/End/Rech] you still end up with more than two "halves" in Acc and Dam, but ... you might come up short if you use quads and triples only.
    [*] Two duals that cover the same thing give you some gravy. [Acc/Dam and Dam/Rech gives you more than one Dam. ] Three duals gives you a little less than two full IO's. Four duals produces five halves.

    No matter what else, you want to get, at least, 1 Accuracy and 3 Damage in damage powers, at least 3 Defense in defense powers... get as good as what you're doing now.

    That's it!


    Third and most importantly: Slotting set IO's to get a lot more out of a power.

    "how much more?" Well, if you JUST take the example of a ranged attack power 6-slotted with generic IO's versus one 6-slotted with Thunderstrike, and you pretend there are no set bonuses:

    Generic:
    <font class="small">Code:[/color]<hr /><pre>
    Acc
    Dam
    Dam
    Dam
    Rech
    End
    -------
    1 Acc, 3 Dam, 1 Rech, 1 End.
    </pre><hr />
    Thunderstrike:
    <font class="small">Code:[/color]<hr /><pre>
    Acc / Dam
    Dam/ End
    Dam/ Rech
    Acc/ Dam/ End
    Acc/ Dam/ Rech
    Dam/ End/ Rech
    __________________
    1.5 Acc, 3 Dam, 1.5 End, 1.5 Rech
    </pre><hr />
    Half an Acc IO, half an End IO, and half a Rech IO better- not counting the "gravy" from duals .

    Set bonus on that would be something like 1/8 of a recharge and 1/4 of an Acc IO- you really get most of the benefit out of just "adding extra slots to the power. "

    "So which sets should I use?" It doesn't matter. I used Thunderstrike because it's cheap, common, easy to find, flexible, and nicely balanced. The melee equivalent is Crushing Impact. But the point here is, if you had a Devastation Dam/Recharge, with a Ruin Acc/Dam/Rech, it wouldn't matter. The main thing is that they add up to more than 1 IO of benefit.

    If you are thinking about another set for some reason, go to this complex, weird Paragonwiki page:

    http://paragonwiki.com/Invention_Ori...hancement_Sets

    There's a ton of great information there, but you don't need all of it.

    Five things, you need.

    FIRST: The "yellow gunsights" are comparatively easy to find and slot. Critters drop them when arrested. The "red gunsights" are harder, but still possible just from drops. There are also "mission completion" IO's, which show up fairly regularly. Everything else comes from trials [like respecs] and task forces. This means that they are REALLY rare and usually expensive. Not only is the IO rare, so are the ingredients- and the ingredients can cost a lot more than the recipe .

    SECOND: If you have a particular IO already and you like it, use it. Look up the set it's in and admire it.

    THIRD: You may really find an idea cool- like "chance to disorient" in Executioner's Contract, or "anti-knockback" in Steadfast Protection.

    FOURTH: You might see a set bonus you like. For instance... "Four slot this set for extra damage to everything you own." Work towards that.

    FIFTH: Always make sure you're not neglecting the basics. Total up to 1 Acc/3 Damage, or 3 Damage resistance. At least.

    DEFENSE WORKS DIFFERENTLY:

    The "D" powers (Defense or Damage resistance) work differently. There's not really a go-to power set for D-powers, for me. Why? I don't want what the D-sets do. For an attack, there's real benefits to accuracy, damage, endurance AND recharge. For most D-powers, there's "D" and... maybe endurance. A D/recharge invention is just "half a D" for nearly every Scrapper and Tanker power out there. On the other hand, since normally you slot one End and three D, at most, you COULD put in more slots and get set bonuses with them. Seems like a waste of slots to me, but I'm still learning. Here's five ideas I can think of- haven't experimentally compared them.

    From simplest to most complex:
    1. Four slots: Pick any two "D/End" powers, and fill the other two slots with generic D-power enhancements. You get gravy on D and gravy on End and it's the same otherwise. EVERY set has a D/end power in it. ( Note: I tried this and a firetank armor went from 38.3% End Reduction/57.3% damage reduction to 49.2% End reduction and 58.3% damage reduction. )

    2. Four slots: Pick any two "D/End"powers and the matching "D" powers from their sets. This gives you two small set bonuses, for free, and is otherwise the same as 1.

    3. Four, five, or six slots: Slot the set and only the set. If you find a set bonus you really like, and want a bunch of, you might want to slot for it. You may also, in this case, end up under three SO's of "D" bonus. You better REALLY like that set bonus.

    4. Five or six slots: 4-slot or 5-slot a set, and slot a generic "D" to get you over the desired 3-slot limit.

    5. Five slots: The Bonus. If there's a single IO that gives you something you want [like the Impervium Armor "psi resist" or the Steadfast "+3% global defense"] you can slot like option 1 or 2 above (2 D/end and 2 D) and add the extra goodie in an extra slot.

    SET BONUSES:

    There are a lot of set bonuses, and most of them are weird and useless. .63% fire/cold resistance, yay? However, there are a LOT of set bonuses, so some of them are going to be helpful to some people. However, it's math-intensive and beyond the scope of this guide.

    [u]WARNING[u]: If you try to get the 5-slot or 6-slot bonus, you may actually be hurting what the power is supposed to do! There is a snipe set where, if you 6-slot it, you get like 1.5 IO's of damage... in that case, you better love the bonus more than you love the snipe.

    UNIQUE IO's:

    Some of the invention-origin enhancements are unique- only one can be slotted on your entire character- and some might as well be because you will probably only ever see one per character. They usually give something HUGE, almost like having a pool power. There are three big ones in heals [Miracle, Numina's Convalescence, and Regenerative Tissue] which, if you got all three, would nearly replace (unslotted) Health and Stamina . There's three that give Stealth and fit in a travel power. There's one that might replace Acrobatics [I haven't tried it myself.] There's one that's nearly Tactics-level .There's one that gives you Build Up (!) at random after any attack. Yes, for the full ten seconds.

    At the moment, they're selling for something like 40 million each and there's a line of people bidding on them, with "0 for sale" . They're Wonka Golden tickets. Worrying about them will just give you stress.

    EXAMPLES:

    Putting it all together, here are some examples. All are attacks, all can be done fairly cheaply. You can often build stepping stones on the way- so for "Do everything better and faster" you can do the paired Accuracies first, then the paired Endurance later. Watch out for "slotting one set IO and temporarily gimping the power!"

    [u]FOUR SLOTS:[u]

    "Gravy" - this is a VERY slight improvement to the power. But it's the easiest thing to put in. You replace one "A" and one "B" with two "A/B" IO's. EVERY attack set has an Acc/Dam; I checked.

    Acc/Dam (Any set)
    Acc/Dam (any other set)
    two Damage (generic)

    "Just Slightly Better". This is, as it says, just a little better at both Endurance and Recharge. Half an SO better.
    Acc/Damage/End (Thunderstrike or Ruin/ranged; Crushing Impact/melee)
    Acc/Damage/Rech (thunderstrike or Crushing IMpact)
    two Damage

    "5 slots for the price of 4": (ranged) Like it says, free End Reduction!
    Acc/Dam/End (Thunderstrike)
    Acc/dam/End (Ruin)
    Damage (Generic)
    Damage (Generic)

    "Do Everything Badly At Once": (Melee) Don't do this without a REALLY good reason. This gives you just under one Acc, just under three Dam, just under one End and just under one Recharge. To add insult to injury, pulverizing fisticuffs is available at "worse than SO" levels only.
    Acc/dam/End/Rech (Mako's bite)
    Acc/dam/End/Rech (pulverizing fisticuffs)
    Damage (generic)
    Damage(generic)

    [u]FIVE OR MORE SLOTS:[u]

    "Do Everything Better At Once": (melee)
    Same as Do Everything Badly, but you put an Acc/Damage/End or Acc/damage/Rech [depending on which you care about] from Crushing IMpact in. You now have a really good power in five slots.

    "Do Everything Better And Faster"(Blaster version):
    Acc/dam/Rech (Thunderstrike)
    Acc/Dam/Rech(Ruin)
    Dam/Rech/End (Thunderstrike)
    Dam/Rec/End (Maelstrom's Fury)
    Damage (generic)

    You now have a 5-slotted attack with one accuracy, three damage, two IO's of recharge and one of Endurance.

    [u]INTRO TO SET BONUSES:[u]
    These are a couple of things I set up to show what set bonuses CAN do for you. As my thinking changes, these will probably become obsolete.

    "Regen Blaster":
    Devastation (any two)
    Entropic Chaos (Any two)
    "more damage"
    This provides 22% Regeneration bonus in the two Set bonuses. You can stack this, you can put it in snipes as well as normal single-target attacks. Four powers slotted this way will get you more than 3-slotted health... and less than 1-slotted Quick Regen. So you're a long way from Regen... but it's free health! WARNING: these are probably gonna be expensive sets, especially Devastation. You need the fifth slot to get yourself up to 3 damage... Note that if you pick all "Duals" you have 5 halves of damage already!

    "Faster and meaner".
    5-slot two melee attacks with Crushing Impact. Might get expensive. But you get +10% recharge, +14% accuracy [that's like "half an SO" of accuracy, across the board.] You may feel you need a sixth slot to get you over "three damage". I recommend the remaining Crushing Impact IO, because it looks so nice slotting the whole set.

    CONCLUSION:

    Inventions let you blow stuff up faster, better, and more accurately with no loss of damage. Let me know how it goes!


    This guide is dedicated to Viva Las Vegas, my SG, and to my wife... who blows stuff up REAL good.